Galactic Civilizations II: Dread Lords: Difference between revisions

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"* "Play to your race's strengths as much as you can. Terrans have amazing diplomacy, so trading technologies for more credits than usual will compensate for you maxing out your income usage and running your empire at a loss. Drengin have strong military, so wage war on those weaker than you where you can. Korx are master traders and start with all trade techs, so get those trade routes up ASAP.
* Play to your race's strengths as much as you can. Terrans have amazing diplomacy, so trading technologies for more credits than usual will compensate for you maxing out your income usage and running your empire at a loss. Drengin have strong military, so wage war on those weaker than you where you can. Korx are master traders and start with all trade techs, so get those trade routes up ASAP.


- Don't worry too much about running at a loss in the early game. You can sell techs and, if need be, ships to other races if you go in the red, which will boost your coffers. Eventually you'll either have enough income from trade, tourism and economy that you won't need to raised taxes, or your population will be so happy that you can tax the balls off them. Don't let your approval drop below 50% though.
- Don't worry too much about running at a loss in the early game. You can sell techs and, if need be, ships to other races if you go in the red, which will boost your coffers. Eventually you'll either have enough income from trade, tourism and economy that you won't need to raised taxes, or your population will be so happy that you can tax the balls off them. Don't let your approval drop below 50% though.